[Rigify] the tails of the [brow.T.L.003] and [brow.T.R.003] bones are not connected in the [faces.super_face] sample #102304
Labels
No Label
Interest
Animation & Rigging
Interest
Blender Cloud
Interest
Collada
Interest
Core
Interest
Documentation
Interest
Eevee & Viewport
Interest
Geometry Nodes
Interest
Grease Pencil
Interest
Import and Export
Interest
Modeling
Interest
Modifiers
Interest
Nodes & Physics
Interest
Pipeline, Assets & IO
Interest
Platforms, Builds, Tests & Devices
Interest
Python API
Interest
Rendering & Cycles
Interest
Sculpt, Paint & Texture
Interest
Translations
Interest
User Interface
Interest
UV Editing
Interest
VFX & Video
Meta
Good First Issue
Meta
Papercut
Module
Add-ons (BF-Blender)
Module
Add-ons (Community)
Platform
Linux
Platform
macOS
Platform
Windows
Priority
High
Priority
Low
Priority
Normal
Priority
Unbreak Now!
Status
Archived
Status
Confirmed
Status
Duplicate
Status
Needs Info from Developers
Status
Needs Information from User
Status
Needs Triage
Status
Resolved
Type
Bug
Type
Design
Type
Known Issue
Type
Patch
Type
Report
Type
To Do
No Milestone
No project
No Assignees
3 Participants
Notifications
Due Date
No due date set.
Dependencies
No dependencies set.
Reference: blender/blender-addons#102304
Loading…
Reference in New Issue
Block a user
No description provided.
Delete Branch "%!s()"
Deleting a branch is permanent. Although the deleted branch may continue to exist for a short time before it actually gets removed, it CANNOT be undone in most cases. Continue?
System Information
Operating system: Win 10
Graphics card: 1060
Blender Version
Broken:3.3
Short description of error
Unlike in the face that comes with the human meta rig, the tails of the [brow.T.L.003] and [brow.T.R.003] bones are not connected in the [faces.super_face] sample when added on its own.
This causes the generated rig to create an extra widget called [brow_end.T.003] right inside the [nose] widget, and it also causes the [nose] widget to be unable to control the brow bones when moved.
The issue can be fixed if you manually snap the tails of the 2 bones together using the 3d cursor, but perhaps it should be fixed for a future release since it is odd that the bones come misaligned by default.
Added subscriber: @Apraxas
Added subscriber: @OmarEmaraDev
Changed status from 'Needs Triage' to: 'Needs User Info'
How does one add a
faces.super_face
sample on its own?It should be noted that selecting that gives me:
So I guess it shouldn't be used and is no longer receiving fixes?
The sample can be added by going to [Object data properties]>[Rigify]>Selecting the faces.super_face sample> [Add Sample] while editing an armature inside Edit mode.
The sample itself became deprecated, but it is still being used as the base to generate the updated face armature which is modular.
This can be done by clicking the [Upgrade Face Rig] button.
The issue here is that the sample's bones are misaligned, and this causes the new Face Rig to also become misaligned when generated.
Changed status from 'Needs User Info' to: 'Needs Developer To Reproduce'
Okay, I can reproduce the difference, but I am not knowledgeable enough to understand the issue, so I will wait for confirmation from developers.
I confirm the issue